#include <sxStoredPhysicalRepresentation.h>

Sx::Physics::StoredPhysicalRepresentation::StoredPhysicalRepresentation() : PhysicalRepresentation() {
	this->stationary = true;
}

Sx::Physics::StoredPhysicalRepresentation::StoredPhysicalRepresentation(const StoredPhysicalRepresentation& stored) {
	this->stationary = true;
	this->vertices = stored.vertices;
	this->state = stored.state;
}

Sx::Physics::StoredPhysicalRepresentation::~StoredPhysicalRepresentation() {}
bool Sx::Physics::StoredPhysicalRepresentation::construct() { return true; }
void Sx::Physics::StoredPhysicalRepresentation::update(double dt) { return; }

bool Sx::Physics::StoredPhysicalRepresentation::setData(const StoredPhysicalRepresentation& data) {
	if ( this == &data ) return false;

	this->stationary = data.stationary;
	this->vertices = data.vertices;
	this->state = data.state;
	return true;
}

Sx::Physics::StoredPhysicalRepresentation& Sx::Physics::StoredPhysicalRepresentation::operator = (const StoredPhysicalRepresentation& stored) {
	if ( this == &stored ) return *this;

	this->stationary = stored.stationary;
	this->vertices = stored.vertices;
	this->state = stored.state;
	return *this;
}
